Import inverted pyramid fairy rules from Entrance Rando
This commit is contained in:
30
Rules.py
30
Rules.py
@@ -1284,7 +1284,7 @@ def set_inverted_big_bomb_rules(world, player):
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'Hookshot Cave',
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'Turtle Rock Isolated Ledge Entrance',
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'Hookshot Cave Back Entrance',
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'Inverted Agahnims Tower',]
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'Inverted Agahnims Tower']
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LW_walkable_entrances = ['Dark Lake Hylia Ledge Fairy',
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'Dark Lake Hylia Ledge Spike Cave',
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'Dark Lake Hylia Ledge Hint',
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@@ -1301,13 +1301,7 @@ def set_inverted_big_bomb_rules(world, player):
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'Spectacle Rock Cave (Bottom)']
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set_rule(world.get_entrance('Pyramid Fairy', player),
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lambda state: state.can_reach('East Dark World', 'Region', player)
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and state.can_reach('Inverted Big Bomb Shop', 'Region', player)
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and state.has('Crystal 5', player) and state.has('Crystal 6', player))
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# crossing peg bridge starting from the southern dark world
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def cross_peg_bridge(state):
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return state.has('Hammer', player)
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lambda state: state.can_reach('East Dark World', 'Region', player) and state.can_reach('Inverted Big Bomb Shop', 'Region', player) and state.has('Crystal 5', player) and state.has('Crystal 6', player))
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# Key for below abbreviations:
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# P = pearl
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@@ -1327,41 +1321,37 @@ def set_inverted_big_bomb_rules(world, player):
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elif bombshop_entrance.name in Northern_DW_entrances:
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# You can just fly with the Flute, you can take a long walk with Mitts and Hammer,
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# or you can leave a Mirror portal nearby and then walk to the castle to Mirror again.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute or
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(state.can_lift_heavy_rocks(player) and cross_peg_bridge(state)) or
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(state.has_Mirror(player) and state.can_reach('Light World', 'Region', player)))
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute or (state.can_lift_heavy_rocks(player) and state.has('Hammer', player)) or (state.has_Mirror(player) and state.can_reach('Light World', 'Region', player)))
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elif bombshop_entrance.name in Southern_DW_entrances:
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# This is the same as north DW without the Mitts rock present.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: cross_peg_bridge(state) or state.can_flute(player) or (state.has_Mirror(player) and state.can_reach('Light World', 'Region', player)))
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has('Hammer', player) or state.can_flute(player) or (state.has_Mirror(player) and state.can_reach('Light World', 'Region', player)))
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elif bombshop_entrance.name in Isolated_DW_entrances:
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# There's just no way to escape these places with the bomb and no Flute.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player))
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elif bombshop_entrance.name in LW_walkable_entrances:
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# You can fly with the flute, or leave a mirror portal and walk through the light world
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) or
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(state.has_Mirror(player) and state.can_reach('Light World', 'Region', player)))
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) or (state.has_Mirror(player) and state.can_reach('Light World', 'Region', player)))
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elif bombshop_entrance.name in LW_bush_entrances:
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# These entrances are behind bushes in LW so you need either Pearl or the tools to solve NDW bomb shop locations.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and (state.can_flute(player) or state.has_Pearl(player) or (state.can_lift_heavy_rocks(player) and cross_peg_bridge(state))))
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#todo: I stopped here -
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and (state.can_flute(player) or state.has_Pearl(player) or (state.can_lift_heavy_rocks(player) and state.has('Hammer', player))))
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elif bombshop_entrance.name == 'Dark World Shop':
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# This is mostly the same as NDW but the Mirror path requires the Pearl, or using the Hammer
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute or (state.can_lift_heavy_rocks(player) and state.has('Hammer', player)) or (state.has_Mirror(player) and state.can_reach('Light World', 'Region', player) and (state.has_Pearl(player) or state.has('Hammer', player))))
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elif bombshop_entrance.name == 'Bumper Cave (Bottom)':
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# This is mostly the same as NDW but the Mirror path requires being able to lift a rock.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute or (state.can_lift_heavy_rocks(player) and cross_peg_bridge(state)) or (state.has_Mirror(player) and state.can_lift_rocks(player) and state.can_reach('Light World', 'Region', player)))
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute or (state.can_lift_heavy_rocks(player) and state.has('Hammer', player)) or (state.has_Mirror(player) and state.can_lift_rocks(player) and state.can_reach('Light World', 'Region', player)))
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elif bombshop_entrance.name == 'Old Man Cave (West)':
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# The three paths back are Mirror and DW walk, Mirror and Flute, or LW walk and then Mirror.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and ((state.can_lift_heavy_rocks(player) and cross_peg_bridge(state)) or (state.can_lift_rocks(player) and state.has_Pearl(player)) or state.can_flute(player)))
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and ((state.can_lift_heavy_rocks(player) and state.has('Hammer', player)) or (state.can_lift_rocks(player) and state.has_Pearl(player)) or state.can_flute(player)))
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elif bombshop_entrance.name == 'Dark World Potion Shop':
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# You either need to Flute to 5 or cross the rock/hammer choice pass to the south.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) or state.has('Hammer', player) or state.can_lift_rocks(player))
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elif bombshop_entrance.name == 'Kings Grave':
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# Either lift the rock and walk to the castle to Mirror or Mirror immediately and Flute.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_flute(player) or state.can_lift_heavy_rocks(player)) and state.has_Mirror(player))
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_flute(player) or (state.has_Pearl(player) and state.can_lift_heavy_rocks(player))) and state.has_Mirror(player))
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elif bombshop_entrance.name == 'Two Brothers House (West)':
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# First you must Mirror. Then you can either Flute, cross the peg bridge, or use the Agah 1 portal to Mirror again.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_flute(player) or cross_peg_bridge(state) or state.has('Beat Agahnim 1', player)) and state.has_Mirror(player))
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_flute(player) or state.has('Hammer', player) or state.has('Beat Agahnim 1', player)) and state.has_Mirror(player))
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elif bombshop_entrance.name == 'Waterfall of Wishing':
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# You absolutely must be able to swim to return it from here.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has('Flippers', player) and state.has_Pearl(player) and state.has_Mirror(player))
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